2016-09-11 18:46:35 +00:00
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#include "script_component.hpp"
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GVAR(useAceMedical) = ["ace_medical"] call EFUNC(common,isModLoaded);
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// To support public API regardless of component settings
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[QGVAR(spurt), {
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_this call FUNC(spurt);
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}] call CBA_fnc_addEventHandler;
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if (isServer) then {
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GVAR(bloodDrops) = [];
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[QGVAR(bloodDropCreated), {
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params ["_bloodDrop"];
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GVAR(bloodDrops) pushBack _bloodDrop;
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2016-09-19 10:27:02 +00:00
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if (count GVAR(bloodDrops) >= MAX_BLOOD_OBJECTS) then {
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2016-09-11 18:46:35 +00:00
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private _deletedBloodDrop = GVAR(bloodDrops) deleteAt 0;
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deleteVehicle _deletedBloodDrop;
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};
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2016-09-19 10:27:02 +00:00
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[{deleteVehicle _this}, _bloodDrop, BLOOD_OBJECT_LIFETIME] call CBA_fnc_waitAndExecute;
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2016-09-11 18:46:35 +00:00
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}] call CBA_fnc_addEventHandler;
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};
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["ace_settingsInitialized", {
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TRACE_1("settingsInitialized", GVAR(enabledFor));
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if (GVAR(enabledFor) == 0) exitWith {}; // 0: disabled
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2016-09-29 15:42:56 +00:00
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if ((GVAR(enabledFor) == 1) && {!hasInterface}) exitWith {}; // 1: enabledFor_OnlyPlayers
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private _listcode = if (GVAR(enabledFor) == 1) then {
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{[ACE_player] select {[_x] call FUNC(isBleeding)}} // ace_player is only possible local player
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} else {
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{allUnits select {(local _x) && {[_x] call FUNC(isBleeding)}}}; // filter all local bleeding units
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};
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private _stateMachine = [_listcode, true] call CBA_statemachine_fnc_create;
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[_stateMachine, {call FUNC(onBleeding)}, {}, {}, "Bleeding"] call CBA_statemachine_fnc_addState;
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2016-09-11 18:46:35 +00:00
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["CAManBase", "hit", {
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params ["_unit"];
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if (GVAR(enabledFor) == 1 && {!isPlayer _unit || {_unit == ACE_player}}) exitWith {};
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_this call FUNC(hit);
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}] call CBA_fnc_addClassEventHandler;
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}] call CBA_fnc_addEventHandler;
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